Updated Sisters Quest & Wrapped Text on Selections
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Assets/Characters/Merchant/AMerchant.uasset
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Content/Blueprints/Quests/Quest_SistersPendant.uasset
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Content/Blueprints/Quests/Quest_SistersPendant.uasset
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Content/Dialogue/SM_Merchant_Blueprint.uasset
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Content/Dialogue/SM_Merchant_Blueprint.uasset
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Content/Dialogue/TextPrompt.uasset
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Content/Dialogue/TextPrompt.uasset
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@ -96,7 +96,7 @@ void UDialogueNPC::NextDialogue()
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GetWorld()->GetTimerManager().PauseTimer(TextAnimationTimerHandle);
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GetWorld()->GetTimerManager().PauseTimer(TextAnimationTimerHandle);
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DialogueText->SetText(FText::FromString(""));
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DialogueText->SetText(FText::FromString(""));
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Choice1Button->SetVisibility(ESlateVisibility::Visible);
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Choice1Button->SetVisibility(ESlateVisibility::Visible);
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Choice2Button->SetVisibility(ESlateVisibility::Visible);
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if (Choice2Text->GetText().ToString() != "") Choice2Button->SetVisibility(ESlateVisibility::Visible);
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if (Choice3Text->GetText().ToString() != "") Choice3Button->SetVisibility(ESlateVisibility::Visible);
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if (Choice3Text->GetText().ToString() != "") Choice3Button->SetVisibility(ESlateVisibility::Visible);
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NextArrow->SetVisibility(ESlateVisibility::Hidden);
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NextArrow->SetVisibility(ESlateVisibility::Hidden);
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return;
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return;
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@ -24,10 +24,6 @@ AInteraction::AInteraction()
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void AInteraction::BeginPlay()
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void AInteraction::BeginPlay()
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{
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{
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Super::BeginPlay();
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Super::BeginPlay();
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//Character & Camera refs
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TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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//Item refs
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//Item refs
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TargetHealingLocation = HealingItem->GetActorLocation();
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TargetHealingLocation = HealingItem->GetActorLocation();
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@ -91,6 +87,9 @@ void AInteraction::OnInteract()
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void AInteraction::RemoveWidget()
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void AInteraction::RemoveWidget()
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{
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{
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//Character & Camera refs
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TempCharacterRef = Cast<ATempCharacter>(GetWorld()->GetFirstPlayerController()->GetCharacter());
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MainCamera = Cast<UCameraComponent>(TempCharacterRef->FindComponentByClass<UCameraComponent>());
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bDisableShopDialMove = true;
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bDisableShopDialMove = true;
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bisDisabled = true;
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bisDisabled = true;
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//Setting ShopWidgetText back to hidden
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//Setting ShopWidgetText back to hidden
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